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RUNNING GAME SYSTEM 10 SERIES QUARTERBACK 20 SERIES ZONE SERIES FOR POP, FLY, AND FULLBACK 40 SERIES IS TAILBACK AND ONEBACK 50 SERIES IS OPTION SERIES 60 SERIES OPEN 70 SERIES OPEN PLAY NUMBERING SYSTEM ODD NUMBERS TO THE LEFT.1,3,5,7,9 EXAMPLE: 42 LEAD AND 43 L
RUNNING GAME SYSTEM 10 SERIES QUARTERBACK 20 SERIES ZONE SERIES FOR POP, FLY, AND FULLBACK 40 SERIES IS TAILBACK AND ONEBACK 50 SERIES IS OPTION SERIES 60 SERIES OPEN 70 SERIES OPEN PLAY NUMBERING SYSTEM ODD NUMBERS TO THE LEFT.1,3,5,7,9 EXAMPLE: 42 LEAD AND 43 L
RUNNING GAME SYSTEM 10 SERIES QUARTERBACK 20 SERIES ZONE SERIES FOR POP, FLY, AND FULLBACK 40 SERIES IS TAILBACK AND ONEBACK 50 SERIES IS OPTION SERIES 60 SERIES OPEN 70 SERIES OPEN PLAY NUMBERING SYSTEM ODD NUMBERS TO THE LEFT.1,3,5,7,9 EXAMPLE: 42 LEAD AND 43 L
80 SERIES SPRINT OUT RIGHT PASS 90 SERIES SPRINT OUT LEFT PASS 100 EMPTY PASS PROTECTION WITH MIRRORED ROUTES 200, 300 QUICK 3 STEP PASSING GAME READ GAME 400, 500 5 STEP ROLL PASSING GAME 600, 700 5 STEP ROLL PASSING GAME WITH TAILBACK FLAIR 800,900 5 STEP ROLL PASSING GAME WITH TIGHT END MAX PROTECTION
THE RUNNING GAME SYSTEM
10 SERIES QUARTERBACK 20 SERIES ZONE SERIES FOR POP, FLY, AND FULLBACK 30 SERIES ZONE SERIES FOR TAILBACK AND ONEBACK 40 SERIES IS TAILBACK SERIES FOR A VARIETY OF PLAYS 50 SERIES IS OPTION SERIES 60 SERIES OPEN 70 SERIES OPEN
PLAY NUMBERING FIRST NUMBER INDICATES THE SERIES SECOND NUMBER INDICATES WHERE THE PLAY IS GOING EXAMPLE: 18 OPTION 10 SERIES QB TO THE 8 HOLE, RUNNING OPTION
HOLE NUMBERING SYSTEM ODD NUMBERS TO THE LEFT1,3,5,7,9 EVEN NUMBERS TO THE RIGHT ...0,2,4,6,8 EXAMPLE: 42 LEAD AND 43 LEAD 42 LEAD40 SERIES TB.THE 2 HOLE IS TO THE RIGHT.RUNNIG LEAD 43 LEAD40 SERIES TB.THE 3 HOLE IS TO THE LEFT.RUNNIG LEAD
ANY PLAY @ 8 ANY PLAY @ 9 BOOT, NAKED, WAGGLE, REVERSE, ROLL @ 8 ARE PLAYS RUN TO THE 8 SIDE (RIGHT) BOOT, NAKED, WAGGLE, REVERSE, ROLL @ 9 ARE PLAYS RUN TO THE 8 SIDE (LEFT) EXAMPLE: BOOT @ 8 BOOTLEG PASS TO THE RIGHT SIDE
PLAYACTION PASSES
TAG
BOOT BOOTLEG ACTION WITH BACKSIDE GUARD PULLING TO PLAYSIDE TO PROTECT EDGE BOOT @ 8 BOOT @ 9
NAKED PLAYACTION INVOLVING SEVERAL RUNNING PLAYSQB IS ON A NAKED BOOTLEG NAKED @ 8 NAKED @ 9
WAGGLE SAME AS BOOT, EXCEPT BOTH GUARDS PULL TO PLAYSIDE TO PROTECT EDGE WAGGLE @ 8 WAGGLE @ 9
7 1 0 9 5 3 2 4 6 8 C D B A A B C D GAP RESPONSIBILITIES HOLE NUMBERING SYSTEM PASSING TREE AND ROUTE CONCEPTS
1 ST NUMBER IS THE STRONG SIDE/PRIMARY SIDE EVEN NUMBERS TO THE RIGHT, ODD TO THE LEFT EXAMPLE: 408 400 PROTECTION5 STEP DROP TO THE RIGHT WITH AN 8 ROUTE CONCEPT
2 ND NUMBER IS ALWAYS A ZERO UNLESS A PLAYACTION FAKE IS INVOLVED EXAMPLE: 446 8 ROUTE 400 PROTECTION TO THE RIGHT FAKE 46 ACTION 8 ROUTE CONCEPT
3 RD NUMBER IS THE ROUTE CONCEPT IT TELLS THE OUTSIDE RECEIVER THEIR ROUTE EVERYONE ELSE MUST KNOW THE COMPLIMENTARY ROUTE TO THE PRIMARY ROUTE IN 100 SERIES THE ROUTES ARE MIRRORED BY BOTH STRONG AND WEAK SIDE
READ GAME (QUICK 3 STEP DROP) 200,201,202,203,208,209 300,301,302,303,308,309
400-900 SERIES (5 STEP DROP) 403,404,405,406,407,408,409 503,504,505,506,507,508,509 SAME AS ABOVE FOR 600,700,800,900
OUTSIDE RECEIVER ROUTES 0 READ GAME 6 AND STOP 1 READ GAME ALL 6 AND STOP 2 READ GAME QUICK SLANT AND UP 3 OUT (SHALLOW) 4 CURL (SHALLOW) 5 DEEP OUT (SHALLOW) 6 IN (MIRROR) 7 CORNER/FLAG (MIRROR) 8 POST (MIRROR) 9 GO/STREAK (ALL GO)
PASS PROTECTION NUMBER SYSTEM
80, 90 SLIDE STEP AND HINGE PROTECTIONTURN YOU BUTT TO THE SPRINT SIDE BOTH BACKS BLOCK TO SPRINT SIDE UNLESS INVOLVED IN ROUTE
EXAMPLE: 85 80 SERIES SPRINT RIGHT 5 ROUTE CONCEPT
100 BIG ON BIG FOR LINE NO BACK PROTECTION EVERYONE ON A ROUTE MIRROR ROUTES ON BOTH SIDES UNLESS THE PLAY IS TAGGED QUARTERBACK IS RESPONSIBLE FOR PLAY SIDE LINE BACKER
EXAMPLE:
103 100 PROTECTION WITH A 3 ROUTE CONCEPT
100 BOUNCE 100 PROTECTION WITH A TAGGED ROUTE BOUNCE PRE DETERMINED ROUTES
200,300 READ GAME QUICK GAME 3 STEP DROP 200 TO THE RIGHT 200,201,202,203,208,209 300 TO THE LEFT 300,301,302,303,308,309 BACKSIDE OF LINE CUP PROTECTS INSIDE GAP TO PLAYSIDE PLAYSIDE OF LINE AGGRESSIVELY BLOCKS MAN ON (OT CHOPS) FULLBACK HAS PSLB, TAILBACK HAS WSLB BOTH BACKS BLOCK UNLESS MOTION OUT TO AN OPEN FORMATION WHERE THEY ARE INVOLVED IN A ROUTE
THE READ GAME CONCEPT IS 200 AND 300 SERIES Check with me ON THE LINE SYSTEM
EXAMPLE: 201 200 PROTECTION WITH 1 ROUTE CONCEPT OUT OF THE READ GAME PACKAGE
400,500 5 STEP DROP ROLL 400 TO THE RIGHT 500 TO THE LEFT BACKSIDE OF LINE CUP PROTECTS INSIDE GAP TO PLAYSIDE PLAYSIDE OF LINE AGGRESSIVELY BLOCKS MAN ON FULLBACK HAS PSLB, TAILBACK HAS WSLB BOTH BACKS BLOCK UNLESS MOTION OUT TO AN OPEN FORMATION WHERE THEY ARE INVOLVED IN A ROUTE TAGGED PASS PLAYS MAY BE RUN OUT OF 400 OR 500 AS WELL
600,700 5 STEP DROP ROLL 600 TO THE RIGHT 700 TO THE LEFT BACKSIDE OF LINE CUP PROTECTS INSIDE GAP TO PLAYSIDE PLAYSIDE OF LINE AGGRESSIVELY BLOCKS MAN ON FULL BACK BLOCKS PSLB TAILBACK SWINGS OR IS ON PRE DETERMINED ROUTE (MAY SWITCH RESPONSIBILITIES WITH FULLBACK ON CERTAIN PLAYS)
SAME AS 400,500 FOR LINETHE TAILBACK SWINGS INSTEAD OF BLOCKS UNLESS HE IS INVOLVED IN THE FAKETHE FULLBACK WILL NOW BE IN THE ROUTE (THEY SWITCH RESPONSIBILITIES) WILL RUN A LOT OF PLAYACTION OUT OF THIS
EXAMPLE:
708 700 PROTECTION 8 ROUTE CONCEPT WITH TAILBACK SWINGING/FLAIR
652 SLAM 600 PROTECTION FAKE 52 VEER TAG SLAM ROUTE CONCEPT
800,900 5 STEP DROP ROLL 800 TO THE RIGHT 900 TO THE LEFT BACKSIDE OF LINE CUP PROTECTS INSIDE GAP TO PLAYSIDE PLAYSIDE OF LINE AGGRESSIVELY BLOCKS MAN ON TIGHT END (S) MAX PASS BLOCK, FULL BACK BLOCKS PSLB TAILBACK BLOCKS WSLB UNLESS INVOLVED IN THE ROUTE OR FAKE
WILL RUN WHEN WE WANT THE TIGHT END(S) TO STAY IN AND BLOCK MAX PROTECTION SAME AS 400, 500 FOR LINE
EXAMPLE:
804 800 PROTECTION 4 ROUTE CONCEPT WITH NO TIGHT ENDS IN THE ROUTE
Passing Game Concept & Protection
The Passing Game is based on a numbering system. The first number gives the series. The second and third number describe the route concept or play action series being simulated.
80 90 SERIES SPRINT GAMERUN PASS OPTION FOR QB 100 SERIES 5 STEPEVERYONE ON A ROUTENO BACK PROTECTION 200 300 SERIES QUICK 3 STEP GAMEBOTH BACKS BLOCK UNLESS TAGGED 400 500 SERIES 5 STEP ROLLBOTH BACKS BLOCK UNLESS TAGGED 600 700 SERIES SAME AS 400,500 EXCEPT ONE BACK (TAIL BACK) IS IN ROUTE 800 900 SERIES SAME AS 400, 500 EXCEPT TIGHT END MAX PASS PROTECTS
TAG SYSTEM SOME ROUTES BREAK THE RULES AND PASSING TREE CONCEPTCERTAIN COVERAGES CAN BE PICKED APART BY ROUTE COMBINATIONS. INSTEAD OF CALLING EVERY RECEIVERS INDIVIDUAL PASS ROUTE OR BLOCKING SCHEME, WE TAG OR PACKAGE CERTAIN ROUTES TOGETHER. BY TAGGING ROUTES, WE CAN GAME PLAN WEEK TO WEEK OUR BASE TAG PLAYS AND ADD ONE OR TWO NEW ONES. TAGGING ROUTES ELIMINATE TOO MANY WORDS IN A PLAYLEARN THE NUMBERING SYSTEM, AND MEMORIZE THE TAG WORD, AND WE ARE READY.
SOME EXAMPLES OF TAGGED PLAYS
SLAM SMASH BOUNCE MESH DIG DASH TEXAS SWITCH CHOICE SLIDE GO STREAK HITCH BUBBLE JET SHALLOW
COACHING IDEAS
GROUPS
EVERY OFFENSE MUST MAXIMIZE ITS STRENGTHS AND MINIMIZE ITS WEAKNESSES. IT IS IMPORTANT FOR COACHES PLACE THEIR ATHLETES IN A POSITION TO BE SUCCESSFUL.
MOVING PLAYERS AROUND
SOME COACHES WILL FLEX THEIR TIGHT END OUT IN OPEN SETS AS A RECEIVING OPTION. OTHERS WILL SUBSTITUTE A SMALLER QUICKER STYLE OF ATHLETE IN PASSING SITUATIONS. SO IN ONE PLAY, THE Y MIGHT BE A BLOCKING TIGHT END WHO ONLY RUNS BOOTLEG PASS ROUTES, WHILE ON THE NEXT PLAY WITH A COACHING SUBSTITUTION THE Y WILL BE A SMALL SCAT BACK USED TO CATCH A SCREEN, RUN A GO ROUTE, OR EXECUTE A REVERSE. A COACH NEEDS TO KNOW HIS PERSONELL, AND GROUP THEM ACCORDING TO SITUATIONS, FORMATIONS, MOTIONS, AND INTELLIGENCE.
KNOWING YOUR OFFENSE INSIDE AND OUT, STUDYING FILM, AND EVALUATING YOUR ATHLETES ON A DAILY BASIS WILL HELP YOU DRAW SOLID CONCLUSIONS ON WHAT YOUR PLAYERS CAN AND CAN NOT DO. IT IS IMPORTANT TO BE AWARE OF SUBSTITUTION AND/OR FORMATION AND MOTION TENDANCIES WHICH MAY LET DEFENSES KNOW WHAT PLAY YOU MAY RUN, OR TO WHICH PLAYER YOU MAY GO TO. WEIGH ALL OF THESE FACTORS TOGETHER AND ASSEMBLE GROUPS THAT WILL MAXIMIZE THE POTENTIAL OF YOUR OFFENSE.
TERMINOLOGY
PLAYER TERMINOLOGY IS CONSISTENT BUT FLEXIBLE
WE LABEL ATHLETES AS A PARTICULAR POSITION AND EXPECT THEM TO KNOW ITBUT WE ALSO EXPECT THEM TO GROW IN UNDERSTANDING OF THE OFFENSE SO THEY CAN PLAY ANY POSITION. WE WANT THEM TO KNOW THE RULES BEHIND EVERY PLAY. THIS MAKES US A BETTER FOOTBALL TEAM.
X OUTSIDE LEFT RECEIVER/ 2 ND TIGHT END ALSO CALLED H Z OUTSIDE RIGHT RECEIVER/ FLANKER/ WING/ SLOT F FULLBACK/ INSIDE LEFT RECEIVER/ ALSO CALLED S BACK Y TIGHT END/ INSIDE RIGHT RECEIVER T TAILBACK
THE PLAYBOOK
BASED ON EXPERIENCE, IT IS BETTER TO HAVE FEWER OFFENSIVE PLAYS AND EXECUTE THEM WELL, THAN TO RUN EVERYTHING IN THE PLAYBOOK AND BE INEFFECTIVE.
EVERY GREAT OFFENSE EVOLVES THROUGHOUT A SEASON. IT IS A DAY BY DAY PROCESS THAT OCCURS ONCE THE BASE PLAYS ARE MASTERED.
PASSING RULES
IN OUR OFFENSE, RULES ARE A FOUNDATION. BY UNDERSTANDING CERTAIN RULES MAKE THE OFFENSE EASIER TO LEARN, RUN, AND COACH. IN OUR OFFENSE THE FIRST NUMBER TELLS US WHICH SIDE IS THE STRENGTH OF THE CALL. THIS HELPS THE LINE KNOW WHO IS STRONGSIDE AND WHO IS BACKSIDE FOR OUR STYLE OF PASS PROTECTION (WHICH GAVE UP VERY FEW SACKS OR QB PRESSURES). IT ALSO LETS THE TIGHT ENDS AND BACKS KNOW, WHETHER NO BACK, ONE BACK, OR TWO BACK, IF THEY WILL BE BLOCKING OR BE OUT ON A ROUTE. THE SECOND NUMBER IS ZERO UNLESS THERE IS A PLAYACTION FAKE INVOLVED. THE THIRD NUMBER IS THE ROUTE CONCEPT UNLESS IT IS PART OF THE PLAYACTION SERIES.
EXAMPLE 403 400 SERIES IS 5 STEP DROP TO THE RIGHT WITH A 3 ROUTE CONCEPT
IN 3 AND 5 STEP DROP, THE SECOND NUMBER WILL ALWAYS BE A ZEROTHERE IS NO PLAYACTION INVOLVED. HOWEVER, IF WE WANT TO FAKE A PARTICULAR ACTION IN THE BACKFIELD, WE CAN PLACE ALMOST ANY SERIES INTO THE PLAY CALL AND STILL CARRY OUT ANY PASS PLAY IN THE BOOK. THEN, WE JUST CALL THE ROUTE CONCEPT OR TAG TO COMPLETE THE PLAY CALL.
EXAMPLE 434 3 ROUTE 400 SERIES FAKE 34 ACTION 3 ROUTE CONCEPT
OTHER RULES
IN THE PLAY CALLTHE LAST NUMBER SPEAKS TO THE OUTSIDE X OR Z RECEIVER. THE NEXT RECEIVER RUNS A COMPLIMENTARY ROUTE THAT CORRESPONDS WITH THAT NUMBER. IF WE ARE IN TRIPS, THE #3 RECEIVER ALMOST ALWAYS RUNS A 9 ROUTE. IN EMPT SET, THE TAILBACK WILL ALMOST ALWAYS RUN A QUICK ROUTE OVER THE MIDDLE. CERTAIN TAGS BREAK THESE RULES, BUT LAYING THE FOUNDATION ALLOWS THE OFFENSE TO GROW.
EXAMPLE 3 ROUTE CONCEPT #1 RUNS A 3 ROUTE OUT ROUTE #2 RUNS A COMPLIMENTARY ROUTE - CORNER #3 RUNS A 9 ROUTE - GO
WEAKSIDE ROUTES
SHALLOW PACKAGE AND MIRROR PACKAGE
THE OFFENSE HAS EVOLVED INTO WHAT WOULD APPEAR TO BE COMPLEX NUMBERING SYSTEMHOWEVER, IT HAS BRANCHED INTO THIS OVER TIME. FOR SIMPLICITY SAKE IN THE PASSING GAME, YOU MAY WANT TO MIRROR ROUTES INDEFINITELY OR ALWAYS RUN A BACKSIDE POST.
ROUTES ENDING IN 0,1,2 AND 3 THAT ARE PART OF THE READ GAME PACKAGE ARE EXPLAINED UNDER THE READ GAME SEGMENT OF THE PLAYBOOK.
ROUTES ENDING IN 3,4,5 WILL HAVE A BACKSIDE PACKAGE CALLED SHALLOW. THIS PACKAGE HAS WEAK #1 RUNNING A SLOW DRAG TO THE HASH AT A SIX YARD DEPTH. SHALLOW #2 RUNS A 9 ROUTE DOWN THE HASH WITH THE OPTION TO STOP IN THE HOLE AT 12 YARDS. THIS CREATES A HIGH LOW OPTION FOR THE QUARTERBACK SHOULD HE NEED TO CHECK TO THE BACKSIDE.
ROUTES ENDING IN 6,7,8,9 WILL ALL BE MIRROREDSO THE STRONG SIDE AND THE WEAK SIDE ROUTE WILL BOTH LOOK THE SAME.
HOWEVER, IN THE 100 SERIES, NO MATTER WHAT THE LAST NUMBER ISTHE ROUTES ARE MIRRORED. TAGGED ROUTES BREAK ALMOST ALL RULESIT IS JUST A MATTER OF MEMORIZING THE TAG.
TAGGING ROUTES SOMETIMES ROUTES BREAK THE RULES. OR WE WANT CERTAIN PLAYERS OR POSITONS RUNNING A CERTAIN ROUTE NO MATTER WHAT FORMATION IS USEDTHIS IS WHEN WE TAG A PLAY. BOUNCE, MESH, DIG, TEXAS, TURBO, DASH, SLAM, HBO, ETCTHESE TAGS ALL REPRESENT VARIOUS ROUTE CONCEPTS THAT ARE MEMORIZED IN ORDER TO ELIMINATE EXTRA LONG PLAY CALLS. SOME COACHES GIVE NUMBERS, NAMES OF ANIMALS, STATES, OR ROCK BANDS TO NAME PLAYS.
FORMATIONS
FOMATIONS CAUSE DEFENSES TO ADJUST. TWO TIGHT ENDS AND ONE BACK DEMAND THAT A DEFENSE BALANCES ITSELF. IN SPREAD FORMATIONS, YOU CAN PLACE DEFENDERS INTO PASS COVERAGE SITUATIONS THEY MAY NOT BE USED TO. TIGHT, COMPACT FORMATIONS REQUIRE SECONDARY PLAYERS TO MAKE TACKLES TO SAVE TOUCHDOWNS. AS A COACH, USE FORMATIONS TO ATTACK THE WEAKNSESSES OF A DEFENSE.
SOME COACHES WILL COLOR CODE FORMATIONS TO ELIMINATE TOO MANY WORDS. OTHERS WILL NAME FORMATIONS AFTER MUSIC GROUPS OR VARIOUS ANIMALS. IT REALLY DOES NOT MATTER WHAT YOU USE, SO LONG AS THERE IS SOME FORM OF UNIFORMITY THAT WILL HELP PLAYERS TO UNDERSTAND THE METHOD BEHIND THE CALL.
IN OUR OFFENSE, THE Y WILL ALMOST ALWAYS GO TO THE CALL SIDE I RIGHT WILL SEND HIM TO THE RIGHT. TRIPS RIGHT WILL MAKE HIM THE NUMBER 2 RECEIVER TRIPS LEFT WILL MAKE HIM THE NUMBER 3 RECEIVER X WILL ALMOST ALWAYS BE ON THE LEFT SIDE OF THE FORMATION Z WILL ALMOST ALWAYS BE ON THE RIGHT SIDE OF THE FORMATION TWINS, FLIP, AND SLOT CALLS BEND THE RULES.
SOME OFFENSES, FOR SIMPLICITY, HAVE AN OFFENSIVE LINE THAT FLIPSA STRONG SIDE AND A QUICK SIDE OF THE LINE WHO LEARN ONLY CERTAIN PLAYS. SOME OFFENSES HAVE A Z RECEIVER WHO ALWAYS GOES TO THE STRONG SIDE, AND THE X WHO ALWAYS GOES TO THE BACKSIDE. THERE IS NO RIGHT OR WRONG WAY TO SET THIS UP, SO LONG AS YOU, YOUR STAFF, AND YOUR PLAYERS CAN LEARN IT AND EXECUTE THE OFFENSE EFFECTIVELY.
FLEXIBILITY THE OFFENSE IS FLEXIBLE. THE NUBERING SYSTEM, TAGS, TERMINOLOGY, CONCEPTS, ARE THE FOUNDATION. WEEK BY WEEK A PLAY MAY HAVE TO ADAPT IN ORDER TO ATTACK A CERTAIN DEFENSESO BE PREPARED TO ADJUST.
SERIES RULES ADJUSTMENTS FOR THE MAJORITY OF PLAYBOOKS, THE NUMBERING SYSTEM FOR THE RUNNING GAME IS EXPLAINED AS FOLLOWS. FIRST NUMBER INDICATES THE SERIES, THE SECOND NUMBERS TELLS WHICH HOLE THE PLAY GOES TO, AND THE TAG LETS EVERYONE KNOW THE BLOCKING SCHEME.
CHANGES
THE BACKS ARE GIVEN A NUMBER. IN THE WISHBONE OFFENSE, GOAL LINE OFFENSE, PIRATE OFFENSE, WING T OFFENSE, STACK OFFENSE, STRAIGHT T OFFENSE, WEST COAST, AND Y STACK OFFENSE CONTAIN THE FOLLOWING ADJUSTMENTS.
1 BACK QUARTERBACK 2 BACK FLANKER WING 3 BACK FULLBACK 4 BACK TAIL BACK 5 BACK OPEN
EXAMPLE: 44 DIVE IS A DIVE BY THE 4 BACK TO THE 4 HOLE 36 SLANT IS A OFF TACKLE PLAY BY THE 3 BACK TO THE 6 HOLE 25 TRAP IS A INSIDE TRAP PLAY BY THE 2 BACK TO THE 5 HOLE
ADJUSTMENTS
IN GAME ADJUSTMENTS ON A PLAY BY PLAY BASIS ARE VERY IMPORTANT. FIND A WEAKNESS AND EXPLOIT IT. THE SINGLE MOST IMPORTANT FOR AN OFFENSE IN MY OPINION IS HALF TIME. IT IS AT THE MID POINT WHERE THE COACHES PUT THEIR OBSERVATIONS, RECOMMENDATIONS AND IDEAS TOGETHER. REGROUP, MAKE CORRECTIONS, AND FORM A SECOND HALF GAME PLAN WITHIN 3 TO 5 MINUTES BEFORE GOING BEFORE THE OFFENSE. BE PREPARED TO CREATE ONE OR TWO SPECIAL PLAYS ON THE SPOTSOME COACHES DONT BELIEVE IN THIS, BUT IVE SEEN THIS WIN MANY GAMES. IF THE PLAYERS KNOW THE RULES OF THE SYSTEM, THEN ADDING A WRINKLE WILL NOT THROW THEM OFFSO LONG AS YOU ARE NOT TRYING THE SUPER DUPER TRIPLE REVERSE PASS OPTION!
COACH WHAT YOU KNOW
IF YOU KNOW THE RUSHING GAME. THEN DONT TRY TO COACH THE RUN AND SHOOT OFFENSE. IF YOU KNOW THE PASSING GAME, THEN DONT TRY TO RUN THE WING T. SUCCESSFUL COACHES HAVE RUN ALL TYPES OF OFFENSES. EVERY OFFENSE HAS WON A CHAMPIONSHIP SOMEWHERE AT SOMETIME. THE WING T, THE SPREAD, THE VEER, THE WEST COAST, AND ON AND ONTHESE DIFFERENT OFFENSES HAVE ALL HELD THE TROPHY. IS IT THE OFFENSE YOU RUN, OR YOUR ABILITY TO MASTER WHAT YOU KNOW? BE A STUDENT OF THE GAME AND STRETCH YOURSELF. LEARN AS MUCH AS YOU CAN SO THAT YOU WILL BE VERSATILE. BUT DONT ADD SOMETHING UNTIL YOU KNOW IT, AND KNOW IT WELL.
BELIEVE
YOURSELF
BELIEVE IN YOURSELF. YOU CANT ASK YOUR PLAYERS TO DO SOMETHING YOU DONT DO. AT THE SAME, TIME, DO NOT BE COCKY OR ARROGENT TO THE POINT WHERE YOU ARE DISLIKED AND AVOIDED BY YOUR PLAYERS AND FELLOW STAFF MEMBERS.
YOUR STAFF
BELIEVE IN YOUR STAFF. EVEN IF THEY LACK KNOWLEDGE, BUILD THEM UP, ENCOURAGE THEM, AND LET THEM KNOW YOU VALUE THEMTHEY WILL BEND OVER BACKWARDS AND EXCELL UNDER THIS KIND OF ENVIRONMENT
THE PLAYERS
BELIEVE IN THE PLAYERS.
THEY TRAIN. THEY LIFT WEIGHTS. THEY RUN SPRINTS. THEY SACRIFICE. THEY FIGHT.
WHY?
BECAUSE IT IS FUN. BECAUSE OF THE FRIENDSHIP. BECAUSE OF THE TEAM. BECAUSE OF THE GLORY. BECAUSE OF A DREAM.
BELIEVE THAT THEY CAN DO IT.
CLOSING THOUGHTS
THE DREAM IT IS BIGGER THAN YOU OR METHE DREAM OF BEING A CHAMPION. THATS OUR DREAM TOO, ISNT IT?
LET US PRESS FORWARD, DO THE BEST WE CAN DO, BE CHAMPIONS ON THE GRIDIRON, CHAMPIONS IN OUR RELATIONSHIPS, AND CHAMPIONS IN LIFE. FORMATION SHIFTING TRADE MOVE OUR TIGHT END FROM ONE SIDE TO THE OTHER BEFORE THE PLAY NOT MOTIONIT IS A SHIFT EXAMPLE: TRADE TO I RIGHT START IN I LEFT, Y RISES UP JOGS ACROSS FORMATION AND SETS UP IN I RIGHT THIS WORKS WELL FOR DEFENSIVE LINES THAT HAVE A STRONG AND QUICK SIDE THAT FLIP TO STRENGTHMAKE SURE X AND Y ARE ON OR OFF THE LINE, DEPENDING ON WHERE Y SETTLES!
SHIFT START IN VIRTUALLY ANY BASE OR CRAZY FORMATION YOU WANT (OR THEY WANT) AND END UP IN THE CALLED FORMATION. EXAMPLE: SHIFT TO TRIPS LEFT ALL BACKS AND TIGHT ENDS CAN LINE UP STACKED, WISHBONE, EMPTYSO LONG AS THEY LINE UP IN THE CALLED FORMATION WHEN THE QUARTERBACK YELLS SHIFT!
FLIP FLIP MOVES THE X OR Z TO THE SAME SIDE AS THE TIGHT END. THIS UNBALANCED FORMATION MAKES THE TIGHT END INELIGIBLE AS A RECEIVER. EXAMPLE: I RIGHT FLIP THE X MOVES OVER INTO TWINS ON Z SIDE
OVER MOVES THE TACKLE OVER TO THE OTHER SIDE OF THE FORMATION EXAMPLE:I RIGHT OVER TIGHT END GOES TO I RIGHT NEXT TO RIGHT GUARDRIGHT TACKLE MOVES OVER TO THE LEFT IN BALANCED FORMATIONSALWAYS GAME PLAN WHERE THE TACKLE WILL SHIFT TOWIDE OR SHORT SIDE OF FIELD.
SUPER SUPER IS A HEAVY FORMATION THE WEAK GUARD AND WEAK TACKLE WILL SUPER SHIFT TO THE STRENGTH CALL. EXAMPLE: SUPER I RIGHT FROM LEFT TO RIGHT THE FORMATION WOULD APPEAR AS FOLLOWS: X TO CENTER TO GUARD, GUARD, TACKLE, TACKLE, TIGHT END AND SPLIT Z
FREEDOM
LIBERTY IN AN OFFENSE
WE GIVE THE ATHLETES FREEDOM WITHIN THE SYSTEM. RECEIVERS WITH EXPERIENCE WILL ROTATE AROUND WITHIN A FORMATIONSOMETIMES THEY DO THIS TO GET THEMSELVES INVOLVED IN THE PLAY BY CRACK BLOCKING, STALK BLOCKING, OR BEING THE PRIMARY TARGET ON A PLAY OR SCREEN. ONE TIME OUR S BACK MIGHT BE RECEIVER NUMBER 3 IN TRIPS AND THE NEXT PLAY RECEIVER NUMBER 2 IN TRIPSOUR PHILOSOPHY IS THAT AS LONG AS THE ROUTES ARE RUN AND ASSIGNMENTS CARRIED OUT WE DONT MIND IF THEY MOVE WITHIN THE OFFENSIVE ALIGNMENTS. WITH THIS BEING STATED, THEY UNDERSTAND THAT THEY ARE A UNIT, AND IT IS BETTER FOR CATCHES TO BE DISTRIBUTED BETWEEN THEM ALL RATHER THAN PASSES BE THROWN TO ONE OR TWO RECEIVERS.
WE STRESS THE IMPORTANCE OF NOT BEING PREDICTABLE BY ALIGNMENT AND FORMATION. THERE ARE CERTAIN ROUTES THAT NEED TO BE RUN BY SPEEDTHERE ARE CERTAIN ROUTES THAT NEED TO BE RUN BY SIZEAND THEN THERE ARE MOMENTS IN A GAME, WHEN IT IS CRUNCH TIME, A CERTAIN ROUTE NEEDS TO BE RUN BY OUR PLAYMAKERS. SOMETIMES AS COACHES, WE WILL REQUEST EITHER PERSONELL CHANGE, AND SOMETIMES THE PLAYERS JUST KNOWTHE LIGHTS ARE ON AND IT IS TIME TO SHINE. THEY HAVE BEEN COACHEDIT IS TIME TO TRUST THEM.
FREEDOM IN TERMINOLOGY
THE PLAYBOOK HANDBOOK IS A GUIDE. IT IS IMPORTANT, TO ELIMINATE AS MUCH TERMINOLOGY AS POSSIBLE ON PLAY CALLING. THIS IS WHY SHORT FORMATION CALLS AND PLAY TAGGING ARE IMPORTANT. SOME PLAYS WILL HAVE THE F, S, Y, X, OR Z INTERCHANGING WITH ONE ANOTHER ON CERTAIN PLAYS. THERE ARE TIMES WHEN A FORMATION CALL MAYBE SHORTENED. FOR EXAMPLE, DOUBLES GUN WILL BE CALLED DOUBLES. WE HAVE ALREADY GAME PLANNED THAT WE WILL BE IN THE GUN UNLESS TOLD OTHERWISE. SOME OFFENSES ALWAYS USE TWO TIGHT ENDS, THEREFORE THE FORMATION LABEL TIGHT WOULD NOT BE NECESSARY. ALLOW FOR FREEDOM IN YOUR RULES.
KEEP IT SIMPLE
T Y F X Z T Y F X Z T Y F X Z T Y F X Z I RIGHT TWINS I LEFT TWINS I RIGHT FLEX I LEFT FLEX F Y T X Z F Y T X Z F Y T X Z F Y T X Z TRIPS RIGHT TRIPS - IN TRIPS CALL Y IS ALWAYS INSIDE (#3) RECIEVER TRIPS LEFT TRIPS RIGHT TIGHT TRIPS LEFT TIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT F Y T X Z F Y T X Z F Y T X Z F Y T X Z DOUBLES SWITCH - SWITCHES POSITIONS BETWEEN A AND Y RIGHT SPREAD SPREAD - ISOLATES Y AWAY FROM TRIPS LEFT SPREAD GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT DOUBLES OVER F Y Z H T T Y F H Z Y T F X Z T Y F X Z GATOR Y STACK RIGHT WISHBONE ROBUST GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT T Y F X Z Y T F X Z T RT Y F X Z F LT Y T X Z OVER - MOVES CALLSIDE TACKLE AWAY FROM THE CALL ( Y ) LEFT TWINS OVER BUNCH RIGHT BUNCH LEFT I RIGHT OVER GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT T Y F X Z Y T F X Z T Y F X Z T Y F X Z TANDEM LEFT FLIP GATA RIGHT GATA LEFT I RIGHT FLIP GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT H Y T X Z H Y T X Z Y H T X Z F Y T X Z ACE ACE - TWO TIGHT END OFFENSE TREY RIGHT TREY LEFT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT DOUBLES TIGHT GUN F Y T X Z F Y T X Z T Y F X Z T Y F X Z I RIGHT I LEFT RIGHT TWINS LEFT TWINS GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT F Y T X Z F Y T X Z T Y F X Z T Y F X Z LEFT I RIGHT FLEX I LEFT FLEX RIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT T Y F X Z Y T F X Z T Y F X Z GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT TB MOVEMENT NEAR FAR FB MOVEMENT STRONG WEAK RED BLUE Y MOVEMENT FLEX TIGHT GUN STRONG FLEX TWINS STRONG WEAK OVER RED BLUE NEAR FAR TIGHT FLIP GUN STRONG FLEX TWINS WEAK OVER RED BLUE NEAR FAR TIGHT FLIP SUPER TURN ANY FORMATION INTO SHOTGUN SEND FB STRONG WHICH IS TO Y SIDE CAN APPLY IN ONE BACK FLEX Y OUT INTO SLOT SENDS EITHER X OR Z TO OPPOSITE SIDE OF FILD IN A TWINS SET SEND FB OFF SET TO WEAK SIDE AWAY FROM Y SEND OFFENSIVE TACKLE OVER TO THE OTHER SIDE OF THE LINE. CREATES UNBALANCED LINE SENDS FB INTO THE SLOT ON THE RIGHT SENDS THE FB INTO THE SLOT ON THE LEFT OFF SET THE TB NEAR THE Y OFF SET THE TB AWAY FROM Y BRINGS THE X INTO A TIGHT END POSITION. CALL HIM H BRINGS THE X OR Z TO THE STRENGTH CALL JUST LIKE TWINS. THE Y IS NOT ABLE TO GO OUT ON PASS ROUTES THE GUARD AND TACKLE GO OVER TO THE OTHER SIDE OF THE LINE CREATING A SUPER UNBALANCED LINE FORMATION OPTIONS FORMATIONS I LEFT I RIGHT NEAR RIGHT FAR RIGHT STRONG I RIGHT WEAK I RIGHT WEAK I LEFT STRONG I LEFT FAR LEFT NEAR LEFT BASE TIGHT FORMATIONS I LEFT TIGHT NEAR LEFT TIGHT FAR LEFT TIGHT STRONG I LEFT TIGHT WEAK I LEFT TIGHT WEAK I RIGHT TIGHT STRONG I RIGHT TIGHT FAR RIGHT TIGHT NEAR RIGHT TIGHT I RIGHT TIGHT FORMATIONS I LEFT I RIGHT NEAR RIGHT FAR RIGHT STRONG I RIGHT WEAK I RIGHT WEAK I LEFT STRONG I LEFT FAR LEFT NEAR LEFT FLEX FLEX FLEX FLEX FLEX FLEX FLEX FLEX FLEX FLEX FLEX FORMATIONS I LEFT I RIGHT NEAR RIGHT FAR RIGHT STRONG I RIGHT WEAK I RIGHT WEAK I LEFT STRONG I LEFT FAR LEFT NEAR LEFT TWINS TWINS TWINS TWINS TWINS TWINS TWINS TWINS TWINS TWINS TWINS FORMATIONS QUADS LEFT LEFT TRIPS LEFT TIGHT RIGHT QUADS RIGHT TRIPS RIGHT TIGHT DOUBLES ACE TREY LEFT TREY RIGHT ONE BACK FORMATIONS EMPTY LEFT EMPTY RIGHT RUN AND SHOOT GATOR (LEFT) GATOR (RIGHT) RED LEFT TWINS BLUE RIGHT TWINS TRIPS RIGHT TRIPS LEFT BUNCH LEFT BUNCH RIGHT FORMATIONS GUN I LEFT TWINS GUN I RIGHT TWINS GUN I LEFT FLEX GUN I RIGHT FLEX GUN TRIPS LEFT GUN TRIPS RIGHT GUN GATOR (RIGHT) GUN BUNCH RIGHT GUN BUNCH LEFT GUN GATOR (LEFT) GUN FORMATIONS GUN TRIPS LEFT TIGHT GUN TRIPS RIGHT TIGHT GUN RIGHT GUN LEFT GUN I LEFT GUN I RIGHT GUN ACE GUN SPREAD TREY LEFT GUN TREY RIGHT GUN FORMATIONS I LEFT I RIGHT NEAR RIGHT FAR RIGHT STRONG I RIGHT WEAK I RIGHT WEAK I LEFT STRONG I LEFT FAR LEFT NEAR LEFT NASTY NASTY NASTY NASTY NASTY NASTY NASTY NASTY NASTY NASTY NASTY TIGHT TIGHT TIGHT TIGHT TIGHT TIGHT TIGHT TIGHT TIGHT TIGHT TIGHT FORMATIONS I LEFT I RIGHT NEAR RIGHT FAR RIGHT STRONG I RIGHT WEAK I RIGHT WEAK I LEFT STRONG I LEFT FAR LEFT NEAR LEFT NASTY NASTY NASTY NASTY NASTY NASTY NASTY NASTY NASTY NASTY NASTY FORMATIONS I LEFT I RIGHT NEAR RIGHT FAR RIGHT STRONG I RIGHT WEAK I RIGHT WEAK I LEFT STRONG I LEFT FAR LEFT NEAR LEFT WING WING WING WING WING WING WING WING WING WING WING FORMATIONS I LEFT I RIGHT NEAR RIGHT FAR RIGHT STRONG I RIGHT WEAK I RIGHT WEAK I LEFT STRONG I LEFT FAR LEFT NEAR LEFT SLOT SLOT SLOT SLOT SLOT SLOT SLOT SLOT SLOT SLOT SLOT FORMATIONS TRIPS LEFT TIGHT RED RIGHT GUN RIGHT OVER I RIGHT FLIP I LEFT TWINS OVER TRIPS RIGHT TIGHT OVER ACE (LEFT) OVER SUPER I RIGHT SUPER I RIGHT FLIP TREY LEFT OVER GUN UNBALANCED FORMATIONS WISHBONE ROBUST ROBUST OPEN WISHBONE OPEN STACK OPEN STACK Y STACK LEFT Y STACK RIGHT SPLIT LEFT SPLIT RIGHT SPECIAL SPREAD MOTION RIP LIZ LUCKY RINGO RAZOR LASER T T T F T F T F LASER & RAZOR RAZOR LASER LOCK & ROCK ROCK LOCK ORBIT FLY AND POP FLY POP F Y T X Z F Y T X Z Z Z RIP LIZ ZOOM ZIP & ZAG ZIP ZAG T T E B B B B E T B E E T E T T B B B B E B T T E E B B B B B FS B PST PSG CENTER BSG BST TB Y F BIG ON BIG BACKSIDE CUP PROTECTION - INSIDE OUT BACKSIDE CUP PROTECTION - INSIDE OUT 100 200,300 400,500 600,700 800,900 SERIES ROUTE ROUTE ROUTE ROUTE ROUTE ROUTE MAX PROTECT BLOCK UNLESS ROUTE CALLED BLOCK UNLESS ROUTE CALLED PASS PROTECTION 100 600 200,400 800 BLOCK ON SPECIAL PLAYS F AND TB SWITCH ROUTE ON SPECIAL PLAYS F AND TB SWITCH BIG ON BIG. UNCOVERED, SLIDE STRONG, KEEP AN EYE ON MLB OR WSLB BIG ON BIG BLOCK PSLB UNLESS ROUTE CALLED BLOCK WSLB UNLESS ROUTE CALLED BLOCK PSLB UNLESS ROUTE CALLED BLOCK WSLB UNLESS ROUTE CALLED NO BACKS BLOCKING AUTOMATIC Y MAX, WITH TB ROUTE IN ONE BACK, TAKE PSLB USUALLY TB IS ON A ROUTE 300,500 700 900 200,400,600,800 STRONG RIGHT 300,500,700,900 STRONG LEFT 100 NO BACK PROTECTION QB IS RESPONSIBLE FOR PSLB 600,700 IS USED IN MAJORITY OF PLAYACTION PASSES ROUTE TREE WITH AUXILLARY ROUTES 0 STOP 2 SLANT 3 OUT 4 CURL 5 DEEP OUT 6 SQUARE IN 7 CORNER 8 POST 9 UP OR STREAK T E T B B B B C C FS E T E T B B B B C C FS E N E T B T B B C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 PSG CENTER BSG BST TB Y X Z F PST 50 COVER 1//3 STALK AND COVER QB MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP KICK OUT BACKSIDE END ZONE STEP AND GO SCORE, LOOK FOR CUTBACK READ COLOR FLY - POP ACTION OPEN UP AND GET THE BALL TO THE TB AS DEEP AS POSSIBLE, FAKE REVERSE AND CARRY OUT BOOT I LEFT POP 33 ZONE POP www.powerpointplaybook.com T E T B B B B C C FS E T E T B B B B C C FS E N E T B T B B C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 PSG CENTER BSG BST TB Y X Z F PST 50 COVER 1//3 STALK AND COVER QB MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP KICK OUT BACKSIDE END ZONE STEP AND GO SCORE, LOOK FOR CUTBACK READ COLOR I LEFT 33 ZONE ORBIT ORBIT OPEN UP AND GET THE BALL TO THE TB AS DEEP AS POSSIBLE, FAKE REVERSE AND CARRY OUT BOOT ORBIT ACTION www.powerpointplaybook.com T E T B B B B C C FS E T E T B B B B C C FS E T E T B B B N C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 PSG CENTER BSG BST TB Y X Z F PST 50 COVER 1//3 STALK AND COVER QB MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP CAVE EVERTHING DOWN FOR CUTBACK CAVE EVERTHING DOWN FOR CUTBACK ZONE STEP, RECEIVE BALL, AND CUTBACK RUN TO DAYLIGHT KICK OUT BACKSIDE END, 1ST MAN ON OR OUTSIDE OF BACKSIDE TACKLE I LEFT 31 ZONE (CUT BACK) ORBIT OPEN UP AND GET THE BALL TO THE TB AS DEEP AS POSSIBLE, FAKE REVERSE AND CARRY OUT BOOT ORBIT ACTION ORBIT www.powerpointplaybook.com T E T B B B B C C FS E T E T B B B B C C FS E T E T B B B N C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 PSG CENTER BSG BST TB Y X Z F PST 50 COVER 1//3 STALK AND COVER QB MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP CAVE EVERTHING DOWN FOR CUTBACK CAVE EVERTHING DOWN FOR CUTBACK ZONE STEP, RECEIVE BALL, AND CUTBACK RUN TO DAYLIGHT KICK OUT BACKSIDE END, 1ST MAN ON OR OUTSIDE OF BACKSIDE TACKLE I LEFT POP 31 ZONE (CUT BACK) ORBIT OPEN UP AND GET THE BALL TO THE TB AS DEEP AS POSSIBLE, FAKE REVERSE AND CARRY OUT BOOT ORBIT ACTION www.powerpointplaybook.com N E T B T B B C C FS E T E T B B B B C C FS E T E T B B B B C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 PSG CENTER BSG BST TB Y X Z F PST 50 COVER 1//3 STALK AND COVER QB MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP I LEFT ORBIT www.powerpointplaybook.com www.powerpointplaybook.com 33 REVERSE @ 8 ORBIT REVERSE AT 8 TOUGH YARDS OPEN UP AND FAKE THE BALL TO THE TB AS DEEP AS POSSIBLE, GIVE BALL TO X/Z ON REVERSE AND CARRY OUT BOOT ORBIT ACTION TRY TO LOG BACKSIDE END ZONE STEP AND SELL RUN N E T B T B B C C FS E T E T B B B B C C FS E T E T B B B B C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 PSG CENTER BSG BST TB Y X Z F PST 50 COVER 1//3 STALK AND COVER QB MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP ORBIT www.powerpointplaybook.com www.powerpointplaybook.com ORBIT REVERSE AT 8 TOUGH YARDS OPEN UP AND FAKE THE BALL TO THE TB AS DEEP AS POSSIBLE, GIVE BALL TO X/Z ON REVERSE AND CARRY OUT BOOT ORBIT ACTION TRY TO LOG BACKSIDE END ZONE STEP AND SELL RUN 34 REVERSE @ 9 I RIGHT T E T B B B N C C FS E T E T B B B B C C FS E T E T B B B B C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 PSG CENTER BSG BST TB Y X Z F QB PST 50 COVER 1//3 MAN ON INSIDE MAN ON INSIDE MAN ON ZONE TO LB PULL TIGHT AND TURN UP ON PSLB ZONE STALK AND COVER MAN ON INSIDE KICK OUT 1ST MAN OUTSIDE TACKLE OR Y DEPENDING ON FORMATION SLIDE STEP AND GO. GET IN AND OUT OF THE HOLE 45 POWER I LEFT ORBIT ORBIT REVERSE OUT AND GIVE BALL TO TB AS DEEP AS POSSIBLE ORBIT ACTION www.powerpointplaybook.com T E T N B B B C C FS E T E T B B B B C C FS E T E T B B B B C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 PSG CENTER BSG BST TB Y X Z F QB PST 50 COVER 1//3 MAN ON INSIDE MAN ON INSIDE MAN ON ZONE TO LB PULL TIGHT AND TURN UP ON PSLB ZONE STALK AND COVER MAN ON INSIDE KICK OUT 1ST MAN OUTSIDE TACKLE OR Y DEPENDING ON FORMATION SLIDE STEP AND GO. GET IN AND OUT OF THE HOLE FLY POP ACTION REVERSE OUT AND GIVE BALL TO TB AS DEEP AS POSSIBLE I LEFT TWINS FLY 45 POWER FLY www.powerpointplaybook.com T E T B B B B C C FS E T E T B B B B C C FS E N E T B B B T C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 PSG CENTER BSG BST TB Y X Z F QB PST 50 COVER 1//3 STALK AND COVER COMBO WITH TACKLE, BASE BASE, FOLD WITH BSG WITH A 1, ZONE IF UNCOVERED ZONE TO HOLE ZONE TO HOLE BASE, STEP WITH INSIDE FOOT OUT CALL VS A 7 TECH COMBO WITH GUARD, COVERED BLOCK BASE LISTEN FOR Y CALL OUT BLOCK VS A 7 TECH LEAD ON PSLB SLIDE STEP AND RUN LEAD PATH BEHIND F. FLY POP ACTION REVERSE OUT AND GET BALL TO TB. STAND TALL I LEFT TWINS FLY 43 LEAD FLY www.powerpointplaybook.com T E N B B E B C C FS T T E T B B B B C C FS E T E T B B B B C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 PSG CENTER BSG BST TB Y X Z F QB PST 50 COVER 1//3 MAN ON INSIDE MAN ON INSIDE MAN ON BACKSIDE A,B,C GAP PULL AND KICK OUT OR LOG END PULL AND TURN UP ON LB OR GARBAGE STALK AND COVER ARC RELEASE TO 1ST FORCE AND FS REPLACE GUARD AND PLUG BACKSIDE FAKE TOSS, COUNTER BACK TO PLAY SIDE FLY - POP ACTION OPEN AND FAKE PITCH, SEE THE BALL INTO THE TB BELLY, CARRY OUT BOOT I LEFT POP 45 COUNTER POP www.powerpointplaybook.com T E T B B B B C C FS E T E T B B B N C C FS E T E T B B B B C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 PSG CENTER BSG BST Y X Z F PST 50 COVER 1//3 MAN ON INSIDE MAN ON INSIDE MAN ON BACKSIDE A,B,C GAP PULL AND KICK OUT OR LOG END PULL AND TURN UP ON LB OR GARBAGE STALK AND COVER ARC RELEASE TO 1ST FORCE AND FS REPLACE GUARD AND PLUG BACKSIDE FAKE TOSS, COUNTER BACK TO PLAY SIDE ORBIT MOTION OPEN AND FAKE PITCH, SEE THE BALL INTO THE TB BELLY, CARRY OUT BOOT ORBIT ACTION QB TB I LEFT ORBIT 45 COUNTER www.powerpointplaybook.com T E T B B B B C C FS E T E T B B B B C C FS E T E T B B N B C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 PSG CENTER BSG BST TB Y X Z F PST 50 COVER 1//3 STALK AND COVER QB MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP FLY - POP ACTION OPTION DOWNHILL MIRROR QUARTERBACK OPTION PATH PITCH RELATION 1ST FORCE CHOP I LEFT 38 POP POP SECURE HANDOFF GO SCORE www.powerpointplaybook.com T E T B B B B C C FS E T E T B B B B C C FS E T E T B B B B C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 40 COVER 1//3 DOUBLES PSG CENTER BSG BST TB Y X Z F PST STALK AND COVER QB MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP STALK AND COVER STALK AND COVER MESH WITH TB. REACH AND RIDE. BURN YOU EYES ON THE END. ON READ, KEEP OR GIVE MESH WITH QB. RUN YOUR ZONE PATH AND READ COLOR LOOK FOR CUTBACK LANES QUICK GIVE ON POP/FLY 39 FLY FLY GO SCORE www.powerpointplaybook.com T E T B B B B C C FS E T E T B B B B C C FS E T E T B B B N C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 PSG CENTER BSG BST TB Y X Z F PST 50 COVER 1//3 STALK AND COVER QB MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP CAVE EVERTHING DOWN FOR CUTBACK CAVE EVERTHING DOWN FOR CUTBACK ZONE STEP, RECEIVE BALL, AND CUTBACK RUN TO DAYLIGHT KICK OUT BACKSIDE END, 1ST MAN ON OR OUTSIDE OF BACKSIDE TACKLE FLY - POP ACTION OPEN UP AND GET THE BALL TO THE TB AS DEEP AS POSSIBLE, FAKE REVERSE AND CARRY OUT BOOT I LEFT POP 31 ZONE (CUT BACK) POP www.powerpointplaybook.com T E T B B B N C C FS E T E T B B B B C C FS E T E T B B B B C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 PSG CENTER BSG BST TB Y X Z F PST I RIGHT 50 COVER 1//3 STALK AND COVER QB MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP 30 ZONE (CUT BACK) CAVE EVERTHING DOWN FOR CUTBACK CAVE EVERTHING DOWN FOR CUTBACK ZONE STEP, RECEIVE BALL, AND CUTBACK RUN TO DAYLIGHT KICK OUT BACKSIDE END, 1ST MAN ON OR OUTSIDE OF BACKSIDE TACKLE FLY FLY FLY - POP ACTION OPEN UP AND GET THE BALL TO THE TB AS DEEP AS POSSIBLE, FAKE REVERSE AND CARRY OUT BOOT www.powerpointplaybook.com T E T N B B B C C FS E T E T B B B B C C FS E T E T B B B B C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 PSG CENTER BSG BST TB Y X Z F QB PST MAN ON ZONE TO HOLE MAN ON ZONE TO HOLE MAN ON ZONE TO HOLE MAN ON TAKE HIM DOWN HILL STALK AND COVER STALK AND COVER CATCH AND TAKE THE BALL TO THE END PITCH BALL MIRROR THE QB 5 X 5 RULE CATCH PITCH AND GO SCORE LEAVE END ALONE BLOCK LB ARC RELEASE 1ST FORCE 40 COVER 1//3 I LEFT POP 19 OPTION POP FAKE www.powerpointplaybook.com T E T N B B B C C FS E T E T B B B B C C FS E T E T B B B B C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 PSG CENTER BSG BST TB Y X Z F QB PST 18 OPTION MAN ON ZONE TO HOLE MAN ON ZONE TO HOLE MAN ON ZONE TO HOLE MAN ON TAKE HIM DOWN HILL STALK AND COVER STALK AND COVER CATCH AND TAKE THE BALL TO THE END PITCH BALL MIRROR THE QB 5 X 5 RULE CATCH PITCH AND GO SCORE LEAVE END ALONE BLOCK LB ARC RELEASE I RIGHT FLY FLY FAKE 1ST FORCE 40 COVER 1//3 www.powerpointplaybook.com T E T B B B B C C FS E T E T B B B B C C FS E T E T B B B B C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 40 COVER 1//3 DOUBLES PSG CENTER BSG BST TB Y X Z F QB PST MAN ON INSIDE MAN ON INSIDE MAN ON BACKSIDE A,B,C GAP PULL AND KICK OUT OR LOG END PULL AND TURN UP ON LB OR GARBAGE STALK AND COVER STALK AND COVER FAKE TOSS, COUNTER BACK TO PLAY SIDE FLY/POP ACTION OPEN AND FAKE PITCH, SEE THE BALL INTO THE TB BELLY, CARRY OUT BOOT STALK AND COVER POP 45 COUNTER - READ POP FAKE www.powerpointplaybook.com T E T B B B B C C FS E T E T B B B B C C FS E T E T B B B B C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 40 COVER 1//3 DOUBLES PSG CENTER BSG BST TB Y X Z F PST STALK AND COVER QB MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP STALK AND COVER MESH WITH QB. RUN YOUR ZONE PATH AND READ COLOR LOOK FOR CUTBACK LANES POP/FLY FAKE. SHOW BALL MESH WITH TB. REACH AND RIDE. BURN YOU EYES ON THE END. ON READ, KEEP OR GIVE FLY FAKE FLY 34 ZONE READ O ON READ O OPTION RELATIONSHIP WITH QB www.powerpointplaybook.com T E T B B B B C C FS E T E T B B B B C C FS E T E T B B B B C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 40 COVER 1//3 DOUBLES 38 POP PSG CENTER BSG BST TB Y X Z F PST STALK AND COVER QB MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP STALK AND COVER STALK AND COVER MESH WITH TB. REACH AND RIDE. BURN YOU EYES ON THE END. ON READ, KEEP OR GIVE MESH WITH QB. RUN YOUR ZONE PATH AND READ COLOR LOOK FOR CUTBACK LANES QUICK GIVE ON POP/FLY POP GO SCORE www.powerpointplaybook.com T E T B B B B C C FS E T E T B B B B C C FS E T E T B B B B C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 40 COVER 1//3 DOUBLES 46 COUNTER - READ FLY PSG CENTER BSG BST TB Y X Z F QB PST MAN ON INSIDE MAN ON INSIDE MAN ON BACKSIDE A,B,C GAP PULL AND KICK OUT OR LOG END PULL AND TURN UP ON LB OR GARBAGE STALK AND COVER STALK AND COVER FAKE TOSS, COUNTER BACK TO PLAY SIDE FLY FAKE FLY/POP ACTION OPEN AND FAKE PITCH, SEE THE BALL INTO THE TB BELLY, CARRY OUT BOOT STALK AND COVER www.powerpointplaybook.com T E T B B B B C C FS E T E T B B B B C C FS E T E T B B B B C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 40 COVER 1//3 DOUBLES PSG CENTER BSG BST TB Y X Z F PST STALK AND COVER QB MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP STALK AND COVER MESH WITH QB. RUN YOUR ZONE PATH AND READ COLOR LOOK FOR CUTBACK LANES POP/FLY FAKE. SHOW BALL MESH WITH TB. REACH AND RIDE. BURN YOU EYES ON THE END. ON READ, KEEP OR GIVE ON READ O OPTION RELATIONSHIP WITH QB POP 33 ZONE READ O POP FAKE www.powerpointplaybook.com N E T B B B T C C FS E T E T B B B B C C FS E T E T B B B B C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 PSG CENTER BSG BST TB Y X Z F QB PST 50 COVER 1//3 STALK AND COVER 42 LEAD COMBO WITH TACKLE, BASE BASE, FOLD WITH BSG WITH A 1, ZONE IF UNCOVERED ZONE TO HOLE ZONE TO HOLE BASE, STEP WITH INSIDE FOOT OUT CALL VS A 7 TECH COMBO WITH GUARD, COVERED BLOCK BASE LISTEN FOR Y CALL OUT BLOCK VS A 7 TECH LEAD ON PSLB SLIDE STEP AND RUN LEAD PATH BEHIND F. I RIGHT TWINS POP POP FLY POP ACTION REVERSE OUT AND GET BALL TO TB. STAND TALL www.powerpointplaybook.com N E T B T B B C C FS E T E T B B B B C C FS E T E T B B B B C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 PSG CENTER BSG BST TB Y X Z F PST I RIGHT 50 COVER 1//3 STALK AND COVER 34 ZONE QB MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP KICK OUT BACKSIDE END ZONE STEP AND GO SCORE, LOOK FOR CUTBACK READ COLOR FLY - POP ACTION OPEN UP AND GET THE BALL TO THE TB AS DEEP AS POSSIBLE, FAKE REVERSE AND CARRY OUT BOOT FLY FLY www.powerpointplaybook.com T E T B B N B C C FS E T E T B B B B C C FS E T E T B B B B C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 PSG CENTER BSG BST TB Y X Z F PST I RIGHT 50 COVER 1//3 STALK AND COVER QB MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP FLY - POP ACTION OPTION DOWNHILL MIRROR QUARTERBACK OPTION PATH PITCH RELATION FLY SECURE HANDOFF GO SCORE 1ST FORCE CHOP 39 FLY www.powerpointplaybook.com T E T B B B B C C FS E T E T B B B B C C FS E T E T B B B N C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 PSG CENTER BSG BST TB Y X Z F PST 50 COVER 1//3 STALK AND COVER QB MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP CAVE EVERTHING DOWN FOR CUTBACK CAVE EVERTHING DOWN FOR CUTBACK ZONE STEP, RECEIVE BALL, AND CUTBACK RUN TO DAYLIGHT KICK OUT BACKSIDE END, 1ST MAN ON OR OUTSIDE OF BACKSIDE TACKLE ORBIT OPEN UP AND GET THE BALL TO THE TB AS DEEP AS POSSIBLE, FAKE REVERSE AND CARRY OUT BOOT ORBIT ACTION ORBIT I RIGHT 30 ZONE (CUT BACK) www.powerpointplaybook.com T E T B B B N C C FS E T E T B B B B C C FS E T E T B B B B C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 PSG CENTER BSG BST TB Y X Z F QB PST 50 COVER 1//3 MAN ON INSIDE MAN ON INSIDE MAN ON ZONE TO LB PULL TIGHT AND TURN UP ON PSLB ZONE STALK AND COVER MAN ON INSIDE KICK OUT 1ST MAN OUTSIDE TACKLE OR Y DEPENDING ON FORMATION SLIDE STEP AND GO. GET IN AND OUT OF THE HOLE ORBIT ORBIT REVERSE OUT AND GIVE BALL TO TB AS DEEP AS POSSIBLE ORBIT ACTION I RIGHT 46 POWER www.powerpointplaybook.com T E T B B B B C C FS E T E T B B B N C C FS E T E T B B B B C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 PSG CENTER BSG BST Y X Z F PST 46 COUNTER 50 COVER 1//3 MAN ON INSIDE MAN ON INSIDE MAN ON BACKSIDE A,B,C GAP PULL AND KICK OUT OR LOG END PULL AND TURN UP ON LB OR GARBAGE STALK AND COVER ARC RELEASE TO 1ST FORCE AND FS REPLACE GUARD AND PLUG BACKSIDE FAKE TOSS, COUNTER BACK TO PLAY SIDE I RIGHT ORBIT ORBIT MOTION OPEN AND FAKE PITCH, SEE THE BALL INTO THE TB BELLY, CARRY OUT BOOT ORBIT ACTION QB TB www.powerpointplaybook.com T E T B B B B C C FS E T E T B B B B C C FS E N E T B T B B C C FS E SPLIT COVER 1/3 4-3 COVER 2/4 PSG CENTER BSG BST TB Y X Z F PST 50 COVER 1//3 STALK AND COVER QB MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP MAN, ZONE, SLIP KICK OUT BACKSIDE END ZONE STEP AND GO SCORE, LOOK FOR CUTBACK READ COLOR ORBIT ORBIT OPEN UP AND GET THE BALL TO THE TB AS DEEP AS POSSIBLE, FAKE REVERSE AND CARRY OUT BOOT ORBIT ACTION I RIGHT 34 ZONE www.powerpointplaybook.com T E T B B B B C C FS E T E T B B B B C C FS E T E N B B E B C C FS T SPLIT COVER 1/3 4-3 COVER 2/4 PSG CENTER BSG BST TB Y X Z F QB PST 46 COUNTER 50 COVER 1//3 MAN ON INSIDE MAN ON INSIDE MAN ON BACKSIDE A,B,C GAP PULL AND KICK OUT OR LOG END PULL AND TURN UP ON LB OR GARBAGE STALK AND COVER ARC RELEASE TO 1ST FORCE AND FS REPLACE GUARD AND PLUG BACKSIDE FAKE TOSS, COUNTER BACK TO PLAY SIDE I RIGHT FLY FLY FLY - POP ACTION OPEN AND FAKE PITCH, SEE THE BALL INTO THE TB BELLY, CARRY OUT BOOT www.powerpointplaybook.com T E T B B B B C C FS E SPLIT COVER 1/3 PSG CENTER BSG BST TB Y X Z F PST I RIGHT QB 1 2 3 CHECK FOR LB BLITZ 4 MAN, ZONE, SLIDE MAN, ZONE, SLIDE MAN, ZONE, SLIDE MAN, ZONE, SLIDE MAN, ZONE, SLIDE POST CORNER SLIDE PROTECT...SELL RUN SELL ZONE, CHECK FOR LB BLITZ, SLIP INTO FLAT 434 Y CORNER FLY BACKSIDE RAIL FLY POP ACTION SELL RUN AND REVERSE, RUN BOOT ACTION FLY www.powerpointplaybook.com T E T B B B B C C FS E SPLIT COVER 1/3 1 CHECK FOR LB BLITZ 4 2 3 ORBIT 434 SPECIAL PST PSG CENTER BSG BST TB Y X Z F QB BIG ON BIG BIG ON BIG BIG ON BIG BACKSIDE CUP PROTECTION - INSIDE OUT BACKSIDE CUP PROTECTION - INSIDE OUT PLAYSIDE LB. OLB. PICK UP FIRST THREAT SPECIAL NOTES: PRE-SNAP READ. SELL ZONE READ CORNER SELL ZONE GREAT PLAY ACTION OFF OF ORBIT SERIES STRONG I RIGHT FLEX OUT AND UP PRESS INSIDE AND UP THE HASH BACKSIDE POST ORBIT INTO REVERSE...SAFETY SCREEN SELL ORBIT BIG PLAY GOOD INSIDE THE RED ZONE FULLBACK WILL BE WIDE OPEN www.powerpointplaybook.com T E T B B B B C C FS E SPLIT COVER 1/3 PST PSG CENTER BSG BST TB Y X Z F QB BIG ON BIG BIG ON BIG BIG ON BIG BACKSIDE CUP PROTECTION - INSIDE OUT BACKSIDE CUP PROTECTION - INSIDE OUT SPECIAL NOTES: GOOD VS MAN OR ZONE PRE-SNAP READ. GOOD TWO MINUTE OFFENSE PLAY FLY GO KILLS COVER 1 OR 3 READ CORNER AND OLB QUICK OUT IN 606 RAIL IN BUNCH RIGHT FLY www.powerpointplaybook.com T E T B B B B C C FS E SPLIT COVER 1/3 PST PSG CENTER BSG BST TB Y X Z F QB BIG ON BIG BIG ON BIG BIG ON BIG BACKSIDE CUP PROTECTION - INSIDE OUT BACKSIDE CUP PROTECTION - INSIDE OUT SPECIAL NOTES: GOOD VS MAN OR ZONE PRE-SNAP READ. GOOD TWO MINUTE OFFENSE PLAY KILLS COVER 1 OR 3 READ CORNER AND OLB QUICK OUT IN RAIL IN 706 BUNCH LEFT POP POP GO www.powerpointplaybook.com www.powerpointplaybook.com